Trench Warfare
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- AndyDufresne
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Re: Trench Warfare
Hm, I think more people should try out Assassin with Trench...
--Andy
--Andy
- Crazyirishman
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Re: Trench Warfare
I enjoy how the tactics on mogul have changed, I took a wild guess on what would work and it paid off. Though I do feel kinda bad for the poor colonels that Ive been facing under these settings who had to learn what the trench was the hard way.
- EagleofGreenErth
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Re: Trench Warfare
Every game on trench warfare feels like i am treking thru mud... so slow... XD
- Paddy The Cat
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Re: Trench Warfare
i really like it on certain maps... it changes the game completely!
- AndyDufresne
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Re: Trench Warfare
I think so too, from the test games I've played around in and from reading the 52 pages of the suggestion topic, where there was a lot of discussion about strategy and what you need to do to adapt to this style of play.Paddy The Cat wrote:i really like it on certain maps... it changes the game completely!
--Andy
Re: Trench Warfare
Whe we were using the honour rule (in fact there are still games ongoing with that rule) we had true epic games. It's a lot about being patient but bold. You have to be patient because you have to wait for the right time, but you have to be bold to push an attack when it's the right time, and maintain that attack even if your supply lines get cut.
And talking about supply lines, they really become important now. You can have a stand against a more poweful player if you manage to cut his land in two.
Also, the "Big stack of Doom"(TM) does not rule the game anymore. Yes, you can have a huge stack of troops in one front. But that means you are leaving your other front(s) undefended. That can be part of the plan, hoping that you will manage to achieve your objectives in front A before front B falls completely. So more about calculations and careful plans.
By the way, I think that the "Freestyle" option really makes sense now. As movement is now limited, the traditional problem of being defeated by a player that is always online dissapears or at least gets a lot less important. The "always online" player will be able to make the first move, but this first move won't be a kill run through all your land.
I look forward to interesting strategic debates about this new setting
And talking about supply lines, they really become important now. You can have a stand against a more poweful player if you manage to cut his land in two.
Also, the "Big stack of Doom"(TM) does not rule the game anymore. Yes, you can have a huge stack of troops in one front. But that means you are leaving your other front(s) undefended. That can be part of the plan, hoping that you will manage to achieve your objectives in front A before front B falls completely. So more about calculations and careful plans.
By the way, I think that the "Freestyle" option really makes sense now. As movement is now limited, the traditional problem of being defeated by a player that is always online dissapears or at least gets a lot less important. The "always online" player will be able to make the first move, but this first move won't be a kill run through all your land.
I look forward to interesting strategic debates about this new setting
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
- Extreme Ways
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Re: Trench Warfare
Imagine 1v1 AoR3 manual trench when you start on the sanctuary...
But I don't know if I like it yet, and my first question:
Will it be implemented in clan wars? I do think so though.
But I don't know if I like it yet, and my first question:
Will it be implemented in clan wars? I do think so though.
TOFU, ex-REP, ex-VDLL, ex-KoRT.
- AndyDufresne
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Re: Trench Warfare
Freestyle does become a little more friendly with the setting I think.OliverFA wrote: By the way, I think that the "Freestyle" option really makes sense now. As movement is now limited, the traditional problem of being defeated by a player that is always online dissapears or at least gets a lot less important. The "always online" player will be able to make the first move, but this first move won't be a kill run through all your land.
--Andy
Re: Trench Warfare
how long till map rank has trench on medals page? 
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codierose
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Re: Trench Warfare
what do i think hmm fucking great just made it so easy to farm point thanks very much
4 rounds 8 minutes and under woo hoo
points points points
city mog if your wondering speed 1min oh and no need to be a freestyle conqueror happy days
points points points
city mog if your wondering speed 1min oh and no need to be a freestyle conqueror happy days
- Ickyketseddie
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Re: Trench Warfare
Pretty sure where clan wars are concerned you can use any settings as long as both sides agree. Could be a long old war though!Extreme Ways wrote:Imagine 1v1 AoR3 manual trench when you start on the sanctuary...
But I don't know if I like it yet, and my first question:
Will it be implemented in clan wars? I do think so though.
Doubt it'll get into any of the major clan events anytime soon but thats natural i guess.

Re: Trench Warfare
i would like to see some kind of run down button added to this because at points there is a point of no return and on some maps it can last up to 10 15 rounds after the end. in our gentlemans honour games we would allow whoever was winning to run through killing who was left to end it quicker.
also like oliver said i remember a game i was in
http://www.conquerclub.com/game.php?game=6678423
if i9 remember i was down to 2 troups on 1 region and built myself back into winning the game.
also like oliver said i remember a game i was in
http://www.conquerclub.com/game.php?game=6678423
if i9 remember i was down to 2 troups on 1 region and built myself back into winning the game.
Re: Trench Warfare
This seems like a way to just make everything last FOREVER. Try playing Hive on that.
- happy2seeyou
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Re: Trench Warfare
I'm in an eight player Hive trench adjacent nuclear spoil game. Taking bets on how long it lasts. Game 10920416ask me2 wrote:This seems like a way to just make everything last FOREVER. Try playing Hive on that.
Re: Trench Warfare
http://www.conquerclub.com/game.php?game=6916740
already played one wasnt 8 player but lasted 71 rounds. only 6 of us had the bottle to play it lol
already played one wasnt 8 player but lasted 71 rounds. only 6 of us had the bottle to play it lol
Re: Trench Warfare
Been there, done thateddie2 wrote:http://www.conquerclub.com/game.php?game=6916740
already played one wasnt 8 player but lasted 71 rounds. only 6 of us had the bottle to play it lol
I think a "Domination" victory option would be enough. Like:eddie2 wrote:i would like to see some kind of run down button added to this because at points there is a point of no return and on some maps it can last up to 10 15 rounds after the end. in our gentlemans honour games we would allow whoever was winning to run through killing who was left to end it quicker.
IF Player owns 75% regions AND 75% armies THEN Player WINS
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
Re: Trench Warfare
I watched some games and what I can say is that trench is playable only to 1v1 games. I do not think that any other game with trench is playable. They are so stale that players should play very-very bad in order to finish. I do not think I will ever try it.
'IF Player owns 75% regions AND 75% armies THEN Player WINS'
this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!
these games are so stale that even if you are playing a small map, (doodle earth) escalating having the 75% of the army is not enough because within the 3-4 rounds you need to clean the board the other players can take spoils, have a set and cash
'IF Player owns 75% regions AND 75% armies THEN Player WINS'
this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!
these games are so stale that even if you are playing a small map, (doodle earth) escalating having the 75% of the army is not enough because within the 3-4 rounds you need to clean the board the other players can take spoils, have a set and cash
- AndyDufresne
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Re: Trench Warfare
It certainly isn't a setting for everyone, but I think there is a large base of support for feature. Just like with Fog, some people dislike the idea of not seeing the game board and play games more exclusively that are closer to the original set-up with which they are familiar.mc05025 wrote:I watched some games and what I can say is that trench is playable only to 1v1 games. I do not think that any other game with trench is playable. They are so stale that players should play very-very bad in order to finish. I do not think I will ever try it.
'IF Player owns 75% regions AND 75% armies THEN Player WINS'
this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!
these games are so stale that even if you are playing a small map, (doodle earth) escalating having the 75% of the army is not enough because within the 3-4 rounds you need to clean the board the other players can take spoils, have a set and cash
--Andy
Re: Trench Warfare
Would you be so kind to provide some examples that back that "a lot" statement?mc05025 wrote:this does not make any sense. There are a lot of games that even if you have 75% regions AND 75% armies you can not win!!!
Of course we all know that some games are not decided when a player has 75% regions 75% armies, but we also know that most games are decided by that point. So, as a mean to speed up the endgame I think it's a very valid option, and something less likely to abuse than the forfeit option.
You can see as an objective. In some maps, when a player gets the objective, the other players could still win. So, why does the game ends? Because that's a rule of engagement.
Welcoming the long awaited Trench Warfare Setting (Previously Adjacent Attacks).
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
My Maps:
Research and Conquer - Civilization meets Conquer Club
Best score: 2,346 - Best position: #618 - Best percentile: 4.87%
Re: Trench Warfare
I'm not sure if I like it yet because I haven't had a lot of time to play it, but I've started 3 trench tournaments on Monday and they are all going and I just started 2 more, so people are pretty interested in it.
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jammyjames
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- rdsrds2120
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Re: Trench Warfare
I've been sure to put a round limit on my trench games. I don't want forever active games like thatjammyjames wrote:1 vs 1 Feudal epic speed game just lasted 38 rounds!!!!!!!!!!!
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- army of nobunaga
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Re: Trench Warfare
chapcrap wrote:What do you think?
Gonna need those round limits I think.
I think it was an un needed update when we the paying people have BEGGED for others for years... LAck is a shitty businessman.
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Re: Trench Warfare
Mate this game mode clearly had a large interest. There were whole tournaments dedicated to playing in this style, this idea has been around for years and had many people dedicated to it.army of nobunaga wrote:chapcrap wrote:What do you think?
Gonna need those round limits I think.
I think it was an un needed update when we the paying people have BEGGED for others for years... LAck is a shitty businessman.
2009-08-12 03:35:31 - Squirrels Hat: MWAHAHAHAHAHAHA!!!!!!!!!!
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